09-10-2004, 03:41 PM
(This post was last modified: 09-10-2004, 03:43 PM by Sir_Die_alot.)
Not to just toot my own horn but I am a pro at the editor. :) If you have any ideas on maps I would probably help you since right now I have the mappers version of writers block. :wacko:
For terrain it works much like starcraft but there are many more potential cliff levels (14 as I recall). You can have water on any of these levels also, but it will count as 1 cliff level below the one you place it on so you can't place water on the lowest cliff level. The raise/lower tool will create humps or craters, which on land are more just a visual effect, but can be used in water to raise deep water to be walkable or lower shallow water so it is deep and unwalkable. Ramps are problematic because they are a little buggy, especialy if you make them on diagonal cliffs. You can see a couple flaws I was demonstrating for a discussion on the war3 mapping forum with the ramp generator here: http://www14.brinkster.com/sirdiealot/ramp...ps_are_evil.htm
If you have questions feel free to ask me directly or you can visit the warcraft 3 mapping forum on the battle.net website which is visited by many competent people besides myself (I've been pretty inactive there the last few weeks, but it's been slow too since the patch was announced, and beta patch released, which will include some nice editor changes). The forum FAQ is worth reading if you really want to get into WC3 mapping.
Last if you know programming you might want to skip the GUI triggers and learn the JASS programing language the editor uses. It's more flexable and efficent than the way the editor will set up triggers using the GUI trigger interface. Some of the standard Blizzard functions are really bad, like to check if a unit is "dead" it checks if the unit has 0 or less life, unfortunately that doesn't always make a unit "dead". Worse the function to check that a unit is "alive" calls in turn the "dead" function and just expects a different boolean.
Edit: I should also say, that though I don't see him post much, Ackpth is also very good with the editor. I pwn him though. B)
For terrain it works much like starcraft but there are many more potential cliff levels (14 as I recall). You can have water on any of these levels also, but it will count as 1 cliff level below the one you place it on so you can't place water on the lowest cliff level. The raise/lower tool will create humps or craters, which on land are more just a visual effect, but can be used in water to raise deep water to be walkable or lower shallow water so it is deep and unwalkable. Ramps are problematic because they are a little buggy, especialy if you make them on diagonal cliffs. You can see a couple flaws I was demonstrating for a discussion on the war3 mapping forum with the ramp generator here: http://www14.brinkster.com/sirdiealot/ramp...ps_are_evil.htm
If you have questions feel free to ask me directly or you can visit the warcraft 3 mapping forum on the battle.net website which is visited by many competent people besides myself (I've been pretty inactive there the last few weeks, but it's been slow too since the patch was announced, and beta patch released, which will include some nice editor changes). The forum FAQ is worth reading if you really want to get into WC3 mapping.
Last if you know programming you might want to skip the GUI triggers and learn the JASS programing language the editor uses. It's more flexable and efficent than the way the editor will set up triggers using the GUI trigger interface. Some of the standard Blizzard functions are really bad, like to check if a unit is "dead" it checks if the unit has 0 or less life, unfortunately that doesn't always make a unit "dead". Worse the function to check that a unit is "alive" calls in turn the "dead" function and just expects a different boolean.
Edit: I should also say, that though I don't see him post much, Ackpth is also very good with the editor. I pwn him though. B)